Preventing subtractive track separation

ABSTRACT

Disclosed are techniques for preventing extraction of original audio tracks from a song. The techniques are executed on a game platform and involve providing a first and second audio track representing parts of a musical composition, mixing the first audio track and the second audio track to provide a mixed audio track, generating an audio modification data comprising a series of substantially random audio modifiers, and then modifying, before playback, the mixed audio track based on the audio modification data to provide a modified mixed audio track, such that subtracting the second audio track from the modified mixed audio track produces a third audio track with an audibly detectable deviation from the first audio track.

FIELD OF THE INVENTION

The present invention relates generally to preventing subtractive track separation and, more specifically, to manipulating an audio track to prevent unwanted re-creation of the audio track.

BACKGROUND

Copyright infringement is a serious issue in the recording industry and among musicians. What some consider “sampling,” others consider stealing. Yet sampling is a lucrative path to creating music. The infringer does not need to re-perform a sampled piece and does not need to pay others to recreate it. Naturally, musicians and record labels wish to protect their music from being sampled and re-used wholesale by infringers.

In “music minus one” recordings, a mix of a song is provided minus one musical part, e.g., a guitar track or a vocal track. These music-minus-one recordings are useful for training because the user can practice the missing audio and have a full accompaniment that can be rewound or replayed as often as necessary.

A danger of music-minus-one recordings is that if the music-minus-one recording is “subtracted” from the original recording (with all parts present), the “stem” (track) that represents the missing audio can be recreated. This will give the infringer a perfect copy of the missing track. This is especially an issue for recent rhythm-action games because they can, in theory, be music-minus-one recordings for each part—guitar, bass, vocals, and drums—as well as full recordings (assuming all parts are played perfectly).

A typical rhythm-action game mixes together individual stems during gameplay. To make the experience immersive, the game can mute, attenuate, or otherwise alter a stem when the corresponding player's performance is imperfect. The game can also mix in additional sounds to indicate that a mistake was made. When a player provides the expected input at the expected time, however, their corresponding stem is unmuted, unattenuated, and otherwise unaltered in the final mix.

Selective muting or attenuation allows a potential infringer to derive a particular audio track by playing the rhythm-action game first perfectly (so the whole ensemble is heard) and then again, but missing every note. If both performances are recorded, the all-misses recording can be subtracted from the all-perfect recording and the stem for that part can be obtained. The following example illustrates this type of attack.

An example song is comprised of a stem audio track “X” and an additional audio track “A.” In some embodiments, A is the playback of all instrument tracks except stem audio track X, while in other embodiments, A is the composite of several separate stem tracks, each representing an instrument or combination of instruments. During a first play-through of the song, a player uses a video game controller to provide input that matches musical cues (known as gems) corresponding to stem audio track X, such that the video game platform outputs audio that is an exact reproduction of the full ensemble in the original song, i.e., A+X. During a second play-through of the song, the player provides no input to match the musical cues corresponding to stem audio track X, such that the video game platform outputs an audio track that is the full audio of the original song, but without the stem represented by stem audio track X. Subtracting the audio output of the second play-through from the audio of the first play-through results in the stem audio track X. In other words, (A+X)−A=X. Using this technique, valuable stem tracks can be stolen.

SUMMARY OF THE INVENTION

The present invention provides a way to prevent a player from obtaining an instrument track using a rhythm game.

In one aspect, the invention features, a method for preventing filtering of original audio tracks from a song executed on a computerized game platform. The method involves providing a first audio track representing a part of a musical composition, providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track, and mixing the first audio track and the second audio track to provide a mixed audio track. The method also involves generating an audio modification data comprising a series of substantially random audio modifiers and modifying, before playback, the mixed audio track based on the audio modification data to provide a modified mixed audio track, such that, subtracting the second audio track from the modified mixed audio track produces a third audio track with an audibly detectable deviation from the first audio track.

In some embodiments, the second audio track is randomized during a subsequent playback based on second audio modification data. In some embodiments, generating the audio modification data further comprises determining the substantially random audio modifiers by setting the substantially random audio modifiers to a first value for a first random time interval and setting the substantially random audio modifiers to a second value for a second random time interval.

In some embodiments, the first random time interval and the second random time interval are between 1 and 2 seconds. In some embodiments, modifying the mixed audio track by the substantially random audio modifiers changes pitch of the mixed audio track and the first value produces a positive 1.666 percent change in pitch and the second value produces a negative 1.666 percent change in pitch.

In some embodiments, modifying the mixed audio track comprises speeding up the mixed audio track or slowing down the mixed audio track based on the substantially random audio modifiers. In some embodiments, the method involves playing the output track. In some embodiments, the substantially random audio modifiers alter the mixed audio track such that the modification changes pitch of the mixed audio track. In some embodiments, the first audio track and the second audio track are guitar tracks, bass tracks, vocal tracks, drum tracks, other musical instrument tracks or any combination thereof.

In another aspect, the invention features a method executed on a game platform. The method involves providing a first audio track representing a part of a musical composition, providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track, and generating an audio modification track comprising a series of substantially random audio modifiers. The method also involves mixing the first audio track and the second audio track to provide a mixed audio track and modifying, before playback, the mixed audio track based on the audio modification track.

In another aspect, the invention features a method executed on a game platform. The method involves providing a first audio track representing a part of a musical composition, providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track, and mixing the first audio track and the second audio track to provide a mixed audio track. The method also involves generating an audio modification track comprising a series of substantially random audio modifiers and modifying, before playback, the mixed audio track based on the audio modification track.

In another aspect, the invention features a method executed on a game platform. The method involves providing a first audio track representing a part of a musical composition, providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track, and generating an audio modification track comprising a first series of substantially random audio modifiers. The invention also involves modifying, before playback, the first audio track based on the audio modification track, modifying, before playback, the second audio track based on the audio modification track, and mixing the modified first audio track and the modified second audio track to provide a mixed audio track for playback.

In another aspect, the invention features a method for preventing filtering of original audio tracks from a song executed on a computerized game platform. The method involves providing a first audio track representing a part of a musical composition, providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track, and generating an audio modification track comprising a series of substantially random audio modifiers. The method also involves mixing the first audio track and the second audio track to provide a mixed audio track and modifying, before playback, the mixed audio track based on the audio modification track to provide a modified mixed audio track, such that, subtracting the second audio track from the modified mixed audio track produces a third audio track with an audibly detectable deviation from the first audio track.

In another aspect, the invention features a computer program product, tangibly embodied in a computer-readable medium, for preventing filtering of original audio tracks from a song. The computer program product includes an executable instruction operable to cause a game platform to provide two or more original audio tracks, mix the two or more original audio tracks to provide a mixed audio track, and generate an audio modification track comprising a series of substantially random audio modifiers. The executable instructions are also operable to cause the game platform to modify, before playback, the mixed audio track based on the audio modification track to provide a modified mixed audio track, such that, subtracting the second audio track from the modified mixed audio track produces a third audio track with an audibly detectable deviation from the first audio track.

In another aspect, the invention features a computer program product, tangibly embodied in a computer-readable medium, for preventing filtering of original audio tracks from a song. The computer program product including executable instruction operable to cause a game platform provide a first audio track representing a part of a musical composition, provide a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track, and generate an audio modification track comprising a first series of substantially random audio modifiers. The executable instruction is also operable to cause a game platform to modify, before playback, the first audio track based on the audio modification track, modify, before playback, the second audio track based on the audio modification track, and mix the modified first audio track and the modified second audio track to provide a mixed audio track for playback.

In another aspect, the invention features a computer program product, tangibly embodied in a computer-readable medium, for preventing filtering of original audio tracks from a song. The computer program product including executable instruction operable to cause a game platform to provide a first audio track representing a part of a musical composition, provide a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track, and generate an audio modification track comprising a series of substantially random audio modifiers. The executable instruction is also operable to cause a game platform to mix the first audio track and the second audio track to provide a mixed audio track and modify, before playback, the mixed audio track based on the audio modification track to provide a modified mixed audio track, such that, subtracting the second audio track from the modified mixed audio track produces a third audio track with an audibly detectable deviation from the first audio track.

Advantages of the invention include that the audio that is output in the case of a flawless performance is as close as possible to the original recording, that the audio that is output in the case of an imperfect performance is as close as possible to the original recording without the corresponding instrument, and that the stem tracks are prevented from being stolen.

Other aspects and advantages of the present invention will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating the principles of the invention by way of example only.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, features, and advantages of the present invention, as well as the invention itself, will be more fully understood from the following description of various embodiments, when read together with the accompanying drawings, in which:

FIG. 1 is a diagram of a system for playing a rhythm-action game;

FIG. 2 is multiple graphs of stems for various song parts;

FIG. 3 is a block diagram of an exemplary video game platform;

FIG. 4 is a flow chart of a method for preventing filtering of original audio tracks from a song executed on a computerized game platform;

FIG. 5A illustrates an audio track A;

FIG. 5B illustrates an audio track X;

FIG. 5C illustrates a mixed audio track A+X;

FIG. 6A illustrates a random data stream R1, which indicates a series of very small pitch shift percentages;

FIG. 6B illustrates track A mixed with track X and randomized by random data stream R1;

FIG. 7A illustrates a random data stream R2, which indicates a series of very small pitch shift percentages different from R1;

FIG. 7B illustrates track A where the pitch is randomized by random data stream R2;

FIG. 8A illustrates a result of an attempt to extract track X by subtracting track A randomized by the random data stream R2 from the combination of track A mixed with track X randomized by random data stream R1;

FIG. 8B illustrates a deviation of the result of the subtraction in FIG. 8A from the original track X, which is audible as phasing artifacts overlaid on track X.

DETAILED DESCRIPTION

FIG. 1 is a diagram depicting a game platform 100 for running game software and various components in signal communication with the game platform. Each player may use a game platform 100 in order to participate in the game. In one embodiment, the game platform 100 is a dedicated game console, such as: PLAYSTATION® 2, PLAYSTATION® 3, or PSP® manufactured by Sony Corporation; WII™, NINTENDO DS®, NINTENDO DSi™, or NINTENDO DS LITE™ manufactured by Nintendo Corp.; or XBOX® or XBOX 360® manufactured by Microsoft Corp. In other embodiments, the game platform 100 comprises a personal computer, personal digital assistant, or cellular telephone. Throughout the specification and claims, where reference is made to “the game platform 100” performing a function, “game platform 100” may, for some implementations, be read as “game platform 100 with game software executing on it.” References to the game platform 100 and omission of reference to the game software does not imply absence of the game software. Game software alone may also embody the invention, e.g., a computer program product, tangibly embodied in a computer-readable storage medium, while in some embodiments the invention is implemented purely in hardware such as a computer processor configured to perform specific functions. In other embodiments the invention is embodied by a combination of hardware and software.

The game platform 100 is typically in electrical and/or signal communication with a display 105, e.g., via an HDMI cable. This may be a television, an LCD monitor, projector, or the like. The game platform is also typically in electrical or signal communication with one or more controllers or input devices. In FIG. 1, the game platform 100 is in signal communication with a one or more microphones 110, a first simulated guitar controller 115 a, a second simulated guitar controller 115 b (guitar controllers, collectively, 115), and one or more drum peripherals 117. Other inputs can be other simulated instruments such as keyboards (not shown), standard controllers for the respective game platforms, and/or keyboards and/or mice (also not shown). Microphones, controllers, etc. may be connected via a physical wire, e.g., via a USB connection, or may be connected wirelessly, e.g., via Bluetooth, FM, a proprietary wireless protocol used by the Microsoft Xbox 360 game console, or other wireless signaling protocols.

Though reference is made to the game platform 100 generally, the game platform, in some embodiments, contains hardware and/or software that perform general or specific tasks, such as a central processing unit, an instrument analysis module, a singing analysis module, a sound processing module that provides sound output, e.g., to a speaker, a storage device, Random Access Memory, Read Only Memory, peripheral interfaces, networking interface, media interfaces (e.g., a CD-ROM, DVD, or Blu-Ray drive or SD, Compact Flash, or other memory format interfaces), graphic processors and others. Each module may also contain sub-modules. For example the singing analysis module may contain a data extractor module, a digital signal processor module, a comparison module, and a performance evaluation module (not shown). Alternatively, in software implementations of the modules, modules or combinations of modules may reside within the RAM or ROM (and/or be loaded into these from media via the media interface or from storage) for execution by the central processing unit.

In some embodiments, execution of game software limits the game platform 100 to a particular purpose, e.g., playing the particular game. In these scenarios, the game platform 100 combined with the software, in effect, becomes a particular machine while the software is executing. In some embodiments, though other tasks may be performed while the software is running, execution of the software still limits the game platform 100 and may negatively impact performance of the other tasks. While the game software is executing, the game platform directs output related to the execution of the game software to the display 105, thereby controlling the operation of the display. The game platform 100 also can receive inputs provided by one or more players, perform operations and calculations on those inputs, and direct the display to depict a representation of the inputs received and other data such as results from the operations and calculations, thereby transforming the input received from the players into a visual representation of the input and/or the visual representation of an effect caused by the player.

In some embodiments, the processor reads song data from a MIDI-like file. MIDI tracks in the file dictate information for specific instruments or game objects, such as cameras or scene information. The MIDI “notes” in the tracks are indicators for song data, gem placement information, avatar action cues, camera cuts, cues for events on stage, and other game events. Although the MIDI file uses MIDI note numbers, these MIDI notes do not typically correspond to actual note or pitch information.

The audio data for a song in rhythm-action games usually comprises several separate audio tracks known as “stems.” The stems are derived from the master audio tracks of an original song recording. These are often the same master audio tracks that are mixed together to produce a final audio stereo mix heard in the published version of a song (on a CD, for example). Typically, there is at least one stem for each playable part of the song.

FIG. 2 shows graphs 200 of stems for various parts of a song, e.g., a stem 220 for a guitar part of the song, a stem 240 for a drum part of the song, a stem 260 for a vocal part of the song, and a stem 280 for a bass part of the song. Additional musical parts may be used as well, depending on the song, e.g., some songs also have keyboard parts. During gameplay, stems corresponding to each part that players have selected to play (selectively altered depending on each players' respective performance), stems corresponding to the parts that are not being played by the players, and background music and sounds are dynamically mixed together. The dynamic mixing produces the final audio—a combination of background music, stems corresponding to non-player-selected parts, and the stems corresponding to parts being played by players—heard during gameplay. Dynamic mixing allows the game to affect the sound of the whole song based on the users' input. For example, a part may be attenuated or muted when a player is not playing his or her part correctly. Additionally or alternatively, effects such as pitch-bending can be added to a particular stem based on input from a player. Additional sounds not present in the original recording may also be added, e.g., a “miss” sound when the player does not play his or her part correctly. These all make the simulated musical experience more authentic and immersive.

FIG. 3 is a block diagram 300 of some internal components of an exemplary video game platform 305. During gameplay, one or more input signals are received by the video game platform 305 via one or more ports 310 a, 310 b, . . . , 310 n, generally 310. As described above, the input signals correspond to buttons pushed on video game controllers or input actions provided by one or more players during gameplay. Not all ports necessarily receive input at the same time—input varies with the number of instrument/game controllers present and the number of players playing. The ports 310 are configured to receive input from any of a guitar video game controller, a microphone, a bass video game controller, a drum video game controller, a musical instrument video game controller, or any combination thereof.

The input signals 315 a, 315 b, . . . , 315 n, generally 315, are input to a processor 317. During gameplay, the processor 317 loads and controls the playback of stems, background, and sound effects retrieved from an audio signal storage device 320. The storage device 320 can be an optical disc, a hard drive, a flash drive, or it can be random access memory or read only memory of the game platform 305. During gameplay, the processor 317 determines if the players' input signals 315 coincide with the expected inputs retrieved from game data storage 322 at the correct times (game data storage 322 may be a separate device from the audio signal storage 320, or, in some embodiments, on the same medium as the audio signal storage 320). The processor 317 then controls which audio signals 325 a, 325 b, . . . , 325 n are input to the mixer 330. In some embodiments, the mixer 330 is implemented as part of the processor 317. For example, if during gameplay a player performs his or her part correctly, that is, the player presses the correct buttons and correctly strums on a video game controller at the correct time throughout the song, then the audio track that is fed to the mixer for that instrument—over the course of the song—is the entire stem for that instrument. However, if during gameplay a player does not play his or her part correctly, e.g., doesn't strum at the indicated time, or strums while pressing a button other than the indicated button, or strums at the wrong time with the proper button pressed, the processor 317 mutes or affects the audio track for that instrument as that audio stream is fed to the mixer. This results in a fragmented performance of that particular part, and correspondingly the song as a whole.

Once the mixer 330 receives the audio from the processor 317, the mixer 330 mixes the output audio tracks to produce a mixed audio track. In one embodiment, the mixer produces a weighted sum of input audio tracks. In various embodiments, the audio is input to an equalizer, a compressor, a limiter and/or any other audio pipeline components.

The mixed audio track is input 335 to a pitch shifter 347. A random data stream generator 340 generates a random data stream 342. The random data stream 342 is input to the pitch shifter 347. The pitch shifter 347 resamples the mixed audio track 335 according to the resampling ratio provided by the random data stream 342 to produce a randomized mixed audio track 345. In some embodiments, the random data stream 342 is a series of percentages that indicate the percentage a pitch of the mixed audio track input 335 is shifted relative to its original sample rate. In some embodiments, the random data stream 342 is a series of percentages that indicate the percentage a pitch of the mixed audio track input 335 is shifted relative to its current resampling ratio. Typically the effect of applying the randomized data stream to the mixed track results in a difference that is undetectable to the human ear.

The randomized mixed audio track 345 is then output to a speaker or audio out port 350 of the video game platform 305 for playback to the player. A benefit of the randomized mixed audio track is evident during subsequent play-throughs of the game. With each play-through of the song, the final audio is slightly different. When a subtraction attempt is made, the randomized audio that is different between the final outputs creates artifacts that make the resulting stems unusable. In some embodiments, the artifacts sound like irregular flanging effects. The process is explained in more detail below.

FIG. 4 is a flow chart 400 describing one technique for preventing filtering of original audio tracks from a song executed on a computerized game platform. The method begins by receiving (Step 410) a request for a first audio track. The first audio track (shown in FIG. 5A) is an audio track “A” belonging to a song that has at least two audio tracks, and, in some embodiments, the audio track has both a left audio track component and a right audio track component, i.e., the audio track is a stereo pair. The method also includes receiving (Step 420) a request for a second audio track. The second audio track (shown in FIG. 5B) is an audio track belonging to the song, separate from track A. The second audio track will be referred to as track “X”.

The first audio track and the second audio track are then mixed (Step 430), e.g., by a mixer 330, to provide a mixed audio track, shown in FIG. 5C as A+X. As discussed above, during perfect gameplay, the mixed audio track is a reproduction of the full song. In some embodiments, the song is composed of multiple audio tracks, either corresponding to parts that are playable by other players, or corresponding to parts that are playable by the same player on multiple instruments simultaneously, or corresponding to parts that are unplayable background music, and thus multiple audio tracks beyond A and X are mixed during Step 430.

Then, audio modification data is generated (Step 440), typically by a random data stream generator 340. FIG. 6A shows an exemplary audio modification data “R1.” In some embodiments, the audio modification data is generated by generating a new random number for a specified duration of the audio track. In some embodiments, the random numbers generated are based on a seed value, s, such that the sequence of numbers generated based on the same seed is always the same, but the sequence of numbers generated based on a different seed is always different.

Then, the mixed audio track is modified (Step 450) based on the audio modification data. FIG. 6B illustrates the mixed audio track A+X as-modified by applying audio modification data R1. In some embodiments, the random data stream controls a resampling ratio. The resampling ratio can cause the pitch of the mixed audio track to be altered slightly. In some embodiments, the random data stream controls a timer which causes switching among pre-determined resampling ratios. In some of those embodiments, a predetermined resampling ratio can exclude 1.0, such that the playback is never at its original rate. In some embodiments, the pitch shift is accomplished using resampling and interpolation, producing a non-frequency-preserving and/or non-time-preserving pitch shift. Then the modified mixed audio track is provided (Step 460) for playback by the video game platform.

In some embodiments, the random data stream generator is implemented as follows. A random number generator with a seed of s generates a time delay value in the range of 1 to 2 seconds, although other time ranges are also possible. In some embodiments, the time delay values are drawn from a pre-determined set of possible values. In some embodiments, the time delay values are selected in a pre-determined pattern. For the duration of the period determined by the time delay value, the value produced by the random stream generator is a specific value. In some embodiments, this value represents a resampling ratio that is used to alter the pitch of a signal. In some embodiments, the resampling ratio is in the range of −1.666% to +1.666%. In some embodiments, the resampling ratio is never 0%. The values produced by the random stream generator can be random and/or drawn from a pre-determined set of values. For example, the random stream generator can generate only −1.666% or +1.666%, and no other values. In another example, the random stream generator can generate any value between −1.666% or +1.666%. In another example, the random stream generator can generate only −1.666% or +1.666% for a first duration and then generate any value between −1.666% or +1.666%. In some embodiments, the random stream generator can generate any value. In some embodiments, a pattern of values produced by the random stream generator can be random, or it can be pre-determined, for example, alternating between increased and decreased pitch. After the specified time expires, a new time delay value can be generated.

In the most sensitive band of human hearing, between 1 KHz and 2 KHz, the threshold for perceiving a pitch shift is approximately 4 to 5 percent. In some embodiments, the resampling ratio is modified by positive or negative 1.666%, so as to be below the level of human perception. In some embodiments, the random stream generator produces an alternating series of values such that the pitch alternates between being shifted +1.666% and −1.666% of the normal pitch, and varies at random intervals between 1 and 2 seconds.

In some embodiments, the random data stream is applied to the first audio track and the second audio track before mixing the first audio track with the second audio track. In these embodiments, the same random seed may be used to produce identical random data streams for the audio tracks. In some embodiments, the first audio track and the second audio track are mixed to produce a mixed audio track, and then the random data stream is applied to the mixed audio track.

The audio tracks are not always limited to tracks or audio from a single instrument. For example, in some embodiments, the first audio track includes an audio data from a first musical instrument and partial audio data from a second musical instrument. For example, when a vocal part and a guitar part are performed and recorded at the same time, part of the vocals may “bleed” into the guitar audio track and some of the guitar part will “bleed” into the vocal audio track.

The benefit of the technique described herein is that when the audio modification data is applied to a mixed audio track, it is undetectable by the human ear. Upon a second playback of the mixed audio track, the audio modification data produces a deviation from the first playback of the mixed audio track sufficient to make isolation of an original audio track impossible. For example, assume a discrete first audio track A(t) and a discrete second audio track X(t) containing stem audio data with a sample rate of 44 KHz. The discrete first audio track A(t) and the discrete second audio track X(t) can be samples of a continuous audio track. Also assume a discrete random data stream R(t,s1), where s1 is a random seed and where the sample rate is the same as for A(t) and X(t). The discrete random data stream R(t,s1) includes resampling ratios, as described above, that vary the pitch of a signal. The techniques used to apply the resampling ratio to the signal are known in the art, thus are not further discussed here. For the first play-through, assume a perfect performance by the player, resulting in an uninterrupted X(t) output. After resampling and mixing (or mixing and resampling), the resulting audio output is nearly indistinguishable from a standard stereo mix.

The random data stream R(t,s) can use a different seed for each play-through. In the second play-through, assume that s2 is used as the seed, so R(t,s2) produces a different series of resampling ratios than R(t,s1). In this performance, the player misses all of the cues corresponding to the stem X(t). Thus, X(t) is not present in the final mix. After resampling and mixing (or mixing and resampling), the second play-through is nearly indistinguishable from a music-minus-one recording, with the instrument corresponding to X(t) not present. When subtracting the second performance from the first performance, however, the result is close to X(t), but has significant and very perceptible flanging artifacts. In some embodiments, X(t) is not randomized during the second playback. In these embodiments, subtracting the second playback from the first playback also yields very perceptible flanging artifacts.

The above-described techniques can be implemented in digital electronic circuitry, or in computer hardware, firmware, software, or in combinations of them. The implementation can be as a computerized method or process, or a computer program product, i.e., a computer program tangibly embodied in a machine-readable storage device, for execution by, or to control the operation of, data processing apparatus, e.g., a programmable processor, a computer, a game console, or multiple computers or game consoles. A computer program can be written in any form of programming language, including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment. A computer program can be deployed to be executed on one computer or game console or on multiple computers or game consoles at one site or distributed across multiple sites and interconnected by a communication network.

Method steps can be performed by one or more programmable processors executing a computer or game program to perform functions of the invention by operating on input data and generating output. Method steps can also be performed by, and apparatus can be implemented as a game platform such as a dedicated game console, e.g., PLAYSTATION® 2, PLAYSTATION® 3, or PSP® manufactured by Sony Corporation; WII™, NINTENDO DS®, NINTENDO DSi™, NINTENDO DSi XL™ or NINTENDO DS LITE™ manufactured by Nintendo Corp.; or XBOX® or XBOX 360® manufactured by Microsoft Corp. or special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application-specific integrated circuit) or other specialized circuit. Modules can refer to portions of the computer or game program and/or the processor/special circuitry that implements that functionality.

Processors suitable for the execution of a computer program include, by way of example, both general and special purpose microprocessors, and any one or more processors of any kind of digital computer or game console. Generally, a processor receives instructions and data from a read-only memory or a random access memory or both. The essential elements of a computer or game console are a processor for executing instructions and one or more memory devices for storing instructions and data. Generally, a computer also includes, or be operatively coupled to receive data from or transfer data to, or both, one or more mass storage devices for storing data, e.g., magnetic, magneto-optical disks, or optical disks. Data transmission and instructions can also occur over a communications network. Information carriers suitable for embodying computer program instructions and data include all forms of non-volatile memory, including by way of example semiconductor memory devices, e.g., EPROM, EEPROM, and flash memory devices; magnetic disks, e.g., internal hard disks or removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor and the memory can be supplemented by, or incorporated in special purpose logic circuitry.

To provide for interaction with a player, the above described techniques can be implemented on a computer or game console having a display device, e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor, a television, or an integrated display, e.g., the display of a PSP® or Nintendo DS. The display can in some instances also be an input device such as a touch screen. Other typical inputs include simulated instruments, microphones, or game controllers. Alternatively input can be provided by a keyboard and a pointing device, e.g., a mouse or a trackball, by which the player can provide input to the computer or game console. Other kinds of devices can be used to provide for interaction with a player as well; for example, feedback provided to the player can be any form of sensory feedback, e.g., visual feedback, auditory feedback, or tactile feedback; and input from the player can be received in any form, including acoustic, speech, or tactile input.

The above described techniques can be implemented in a distributed computing system that includes a back-end component, e.g., as a data server, and/or a middleware component, e.g., an application server, and/or a front-end component, e.g., a client computer or game console having a graphical player interface through which a player can interact with an example implementation, or any combination of such back-end, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication, e.g., a communication network. Examples of communication networks include a local area network (“LAN”) and a wide area network (“WAN”), e.g., the Internet, and include both wired and wireless networks.

The computing/gaming system can include clients and servers or hosts. A client and server (or host) are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other.

The invention has been described in terms of particular embodiments. The alternatives described herein are examples for illustration only and not to limit the alternatives in any way. The steps of the invention can be performed in a different order and still achieve desirable results. Some aspects of the inventions described herein are reflected in the following claims, but the inventions are not limited to these. Specifically there are apparatuses configured to carry of the steps of the following methods, apparatuses whose components embody the claim elements below and there are computer program products, tangible embodied in a computer-readable storage medium, which includes instructions operable to cause a data processing apparatus to perform the following methods. 

What is claimed is:
 1. A method for preventing filtering of original audio tracks from a song executed on a computerized game platform comprising: providing a first audio track representing a part of a musical composition; providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; mixing, at one or more processors, the first audio track and the second audio track to provide a mixed audio track; generating an audio modification data comprising a series of substantially random audio modifiers; and modifying, at one or more processors before playback, the mixed audio track based on the audio modification data to provide a modified mixed audio track.
 2. The method of claim 1 wherein the second audio track is randomized during a subsequent playback based on second audio modification data.
 3. The method of claim 1 wherein generating the audio modification data further comprises determining the substantially random audio modifiers by setting the substantially random audio modifiers to a first value for a first random time interval and setting the substantially random audio modifiers to a second value for a second random time interval.
 4. The method of claim 3 wherein the first random time interval and the second random time interval are between 1 and 2 seconds.
 5. The method of claim 3 wherein modifying the mixed audio track by the substantially random audio modifiers changes pitch of the mixed audio track and the first value produces a positive 1.666 percent change in pitch and the second value produces a negative 1.666 percent change in pitch.
 6. The method of claim 1 wherein modifying the mixed audio track comprises speeding up the mixed audio track or slowing down the mixed audio track based on the substantially random audio modifiers.
 7. The method of claim 1 further comprising playing at least one of the mixed audio track and the modified mixed audio track.
 8. The method of claim 1 wherein the substantially random audio modifiers alter the mixed audio track such that the modification changes pitch of the mixed audio track.
 9. The method of claim 1 wherein the first audio track and the second audio track are guitar tracks, bass tracks, vocal tracks, drum tracks, other musical instrument tracks or any combination thereof.
 10. A method executed on a game platform comprising: providing a first audio track representing a part of a musical composition; providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; generating an audio modification track comprising a series of substantially random audio modifiers; mixing, at one or more processors, the first audio track and the second audio track to provide a mixed audio track; and modifying, at one or more processors before playback, the mixed audio track based on the audio modification track.
 11. A method executed on a game platform comprising: providing a first audio track representing a part of a musical composition; providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; mixing, at one or more processors, the first audio track and the second audio track to provide a mixed audio track; generating an audio modification track comprising a series of substantially random audio modifiers; and modifying, at one or more processors before playback, the mixed audio track based on the audio modification track.
 12. A method executed on a game platform comprising: providing a first audio track representing a part of a musical composition; providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; generating an audio modification track comprising a first series of substantially random audio modifiers; modifying, at one or more processors before playback, the first audio track based on the audio modification track; modifying, at one or more processors before playback, the second audio track based on the audio modification track; and mixing, at one or more processors, the modified first audio track and the modified second audio track to provide a mixed audio track for playback.
 13. A method for preventing filtering of original audio tracks from a song executed on a computerized game platform comprising: providing a first audio track representing a part of a musical composition; providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; generating an audio modification track comprising a series of substantially random audio modifiers; mixing, at one or more processors, the first audio track and the second audio track to provide a mixed audio track; and modifying, at the one or more processors before playback, the mixed audio track based on the audio modification track to provide a modified mixed audio track.
 14. A computer program product, tangibly embodied in a computer-readable medium, for preventing filtering of original audio tracks from a song, the computer program product including executable instruction operable to cause a game platform to: provide two or more original audio tracks; mix the two or more original audio tracks to provide a mixed audio track; generate an audio modification track comprising a series of substantially random audio modifiers; and modify, before playback, the mixed audio track based on the audio modification track to provide a modified mixed audio track.
 15. A computer program product, tangibly embodied in a computer-readable medium, for preventing filtering of original audio tracks from a song, the computer program product including executable instruction operable to cause a game platform to: provide a first audio track representing a part of a musical composition; provide a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; generate an audio modification track comprising a first series of substantially random audio modifiers; modify, before playback, the first audio track based on the audio modification track; modify, before playback, the second audio track based on the audio modification track; and mix the modified first audio track and the modified second audio track to provide a mixed audio track for playback.
 16. A computer program product, tangibly embodied in a computer-readable medium, for preventing filtering of original audio tracks from a song, the computer program product including executable instruction operable to cause a game platform to: provide a first audio track representing a part of a musical composition; provide a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; generate an audio modification track comprising a series of substantially random audio modifiers; mix the first audio track and the second audio track to provide a mixed audio track; and modify, before playback, the mixed audio track based on the audio modification track to provide a modified mixed audio track.
 17. A method for preventing filtering of original audio tracks from a song executed on a computerized game platform comprising: providing a first audio track representing a part of a musical composition; providing a second audio track representing at least one part of a musical composition, the at least one part being different than the part represented by the first track; generating an audio modification data comprising a series of substantially random audio modifiers; modifying, at one or more processors before playback, the first audio track based on the audio modification data to provide a modified first audio track; modifying, at one or more processors before playback, the second audio track based on the audio modification data to provide a modified second audio track; and mixing, at one or more processors, the first modified audio track and the second modified audio track to provide a modified mixed audio track. 